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Disconnect: ERROR! Reliable snapshot overflow...

PostPosted: Sat Jan 01, 2011 3:05 pm
by Shadow
Hi,

I get "Disconnect: ERROR! Reliable snapshot overflow" when adding randown spawn points to maps. I have been searching the web and it seems to be pointing toward having to many entities loaded at the same time and the way objects are being loaded on the map when creating them. I added a snapshot with netgraph loaded showing the entity graph.

If you DO NOT use "spawn_show" you can add your spawnpoints, it will create them no issues at all but you can't see where you created them after though.
Would there be a way to replace those spawn points bots that we see when using the "spawn_show" by something else that would not overflow the snapshot?

If you need me to supply more info, please let me know, I'll be glad to give as much as possible.

*******************************************************************************
* GG VERSION: 5.1.492 IP: LOCALHOST
* SPE VERSION: 1.5.0f r79 PORT: 27016
* PLATFORM: NT DATE: 11-14-2010
* ES VERSION: 2.1.1.360 ES CORE VERSION: 2.1.1.336
* MM VERSION: 0 SM VERSION: 0
* MANI VERSION: 1.2V VSP EST VERSION: 0
* OS: Windows 2003 Server
*******************************************************************************

Thanks for any help :)

PostPosted: Sun Jul 17, 2011 2:43 pm
by Shadow
I'd like to rehash this topic. I am still not able to properly use the random spawn point module and create random spawn points.
Can anyone be of assist? Is there a different way I could use to create spawn points?
In the server console when using "sh_spawn", It displays all the "name of prop_dynamic to gg_sp_props" and then
I get disconnected with the message on the server console side and client "disconnected (reason "ERROR! Reliable snaphsot overflow.")

PostPosted: Sun Jul 17, 2011 5:08 pm
by satoon101
I'm not sure what sh_spawn is. Do you mean that you are using gg_spawnpoints to add spawnpoints, and you use the spawn_show command? If so, we have noticed that this can cause issues and are looking into a way to fix it. And, if this is what you are experiencing, for now, just do not use that command.

Satoon

PostPosted: Tue Jul 19, 2011 12:02 am
by Shadow
Yes using the gg_spawnpoints add-on and I meant using "spawn_show" to view the spawnpoints I added. All my maps are random spawn with an average of 40 to 50 Spwanpoints depending on the size of the map, And since Valve's last year update! I can no longer use the "spawn_show" command. I changed my video card for a beefier one "NVIDIA GeForce GTX 560 overclock" and even then, I end up with the error after a "spawn_show" command when I get quite a few random points inserted into a map.

PostPosted: Tue Jul 19, 2011 12:35 am
by XE_ManUp
I believe this is due to them decreasing the entity limit allowed on the map. We render an entity per-spawnpoint, and it may go over the limit. A theory, but sound.

PostPosted: Tue Jul 19, 2011 11:38 pm
by Shadow
Wouldn't there be a way to replace those entity by something else?

Re:

PostPosted: Wed Jul 20, 2011 4:13 am
by XE_ManUp
Shadow wrote:Wouldn't there be a way to replace those entity by something else?

Yes, but not without repercussions. Just randomly deleting entities is not a good idea. But I can't guarantee this is what is happening. The downside is, I also can't prevent it.

PostPosted: Sat Aug 20, 2011 1:28 pm
by Shadow
I remember the first time GG5 was released, Don gave me an add-on to create random spawn points. When adding a new spawn point on the map, in the past it was using yellow spots that were disappearing after a few seconds /minute maybe. could we get those yellow spots back instead of the ragdoll?

http://forums.eventscripts.com/search.p ... mit=Search

[Deleted]

PostPosted: Sat Aug 20, 2011 1:59 pm
by Shadow
PostThis post was deleted by Shadow on Sat Aug 20, 2011 2:04 pm.

PostPosted: Sat Aug 20, 2011 6:41 pm
by XE_ManUp
Does it work without the reliable snapshot overflow?

PostPosted: Sat Aug 20, 2011 8:39 pm
by satoon101
Looking through that script, I don't see it making any entities that would be "yellow" dots at all. You can use that script independent of GunGame, btw. The only thing that creates the reliable snapshot overflow is when you use the command to show spawns.

Satoon

PostPosted: Sun Aug 21, 2011 1:31 am
by Shadow
satoon101 wrote:Looking through that script, I don't see it making any entities that would be "yellow" dots at all. You can use that script independent of GunGame, btw. The only thing that creates the reliable snapshot overflow is when you use the command to show spawns.

Satoon

It makes a sprite on the map when using the command sp_show.
From Don's post, he borrowed the show spawnpoints code from gg_deathmatch so we can see where the spawnpoints are located.

http://forums.eventscripts.com/viewtopi ... be#p197594

PostPosted: Sun Aug 21, 2011 1:31 pm
by Shadow
I copied it to /addons/eventscripts/ggspm/ggspm.py
I modified the var ggsp_path to point to "/cfg/gungame51/spawnpoints/"
ggsp_path = server_var['eventscripts_gamedir'] + "/cfg/gungame51/spawnpoints/"

restarted my server, tried to use the commands sp_show/sp_add in the console, I end up with an unknown command error.

Is there something I need to do to make sure it calls the add-on when restarting the server?

PostPosted: Sun Aug 21, 2011 1:38 pm
by satoon101
def load():
    if not int(es.exists('clientcommand','sp')):
        es.regclientcmd('sp','ggspm/newpoint', 'Add spawnpoint')
The command is just simply sp . There is no sp_show or sp_add in that script at all. Using sp in the client console (since it is registered as a client command) will add the player's current location and eye angles to the spawnpoint file for the current map. Again, like I said:
satoon101 wrote:Looking through that script, I don't see it making any entities that would be "yellow" dots at all.

All it does is add new spawnpoints to a file. That is it.

Satoon

Re:

PostPosted: Sun Aug 21, 2011 1:46 pm
by Shadow
satoon101 wrote:
def load():
    if not int(es.exists('clientcommand','sp')):
        es.regclientcmd('sp','ggspm/newpoint', 'Add spawnpoint')
The command is just simply sp . There is no sp_show or sp_add in that script at all. Using sp in the client console (since it is registered as a client command) will add the player's current location and eye angles to the spawnpoint file for the current map. Again, like I said:
satoon101 wrote:Looking through that script, I don't see it making any entities that would be "yellow" dots at all.

All it does is add new spawnpoints to a file. That is it.

Satoon


I beleive you, I have no clue of how this scripting stuff works :(, all I know It makes a sprite on the map when using the command sp_show. Most of my maps spawnpoints were created with this tool before GG5 fixed the spawnpoint maker add-on.
From Don's post, he borrowed the show spawnpoints code from gg_deathmatch so we can see where the spawnpoints are located.

http://forums.eventscripts.com/viewtopic.php?f=94&t=22333&p=197594#p197594

PostPosted: Sun Aug 21, 2011 1:50 pm
by satoon101
Well, that might be what it says in that thread, but that is not what the file you attached above does. Unfortunately, it seems that whatever file he had attached to the ES forums was lost when the attachments issue happened a couple of years ago and we lost "all" attachments on that forum.

*Edit: also, I fixed the URL in your post

Satoon

PostPosted: Sun Aug 21, 2011 1:58 pm
by satoon101
Ok, it wasn't in gg_deathmatch, it was in the gg_spawnpoints from GG5.0, which used spawnpointlib. Give me a few and I can try to write something up for you to use that uses that same process.

It would still be best if we showed a player model to see exactly what location and angle the player will be spawned at. We are still looking into this ourselves, so hopefully we can get it working properly.

Satoon

PostPosted: Sun Aug 21, 2011 2:05 pm
by Shadow
Awesome :D !!!

I really loved the player showing when adding a spawn point with GG51but if you could get this 5.0 working back! It is already 100 times better than not having anything. We just need to be careful when adding the spawnpoint to where we look before doing sp_add :)

Thank you so much for your time!

PostPosted: Sat Aug 27, 2011 8:38 pm
by Shadow
If I copy the "spawnpointlibs" files under "addons\eventscripts\_libs\python" and add "addons/eventscripts/ggspm/ggspm.py", change the path in ggspm.py to point to "/cfg/gungame51/spawnpoints/". How can I get "spawnpointlibs" library to load and could this work?

PostPosted: Sun Sep 04, 2011 2:36 pm
by Shadow
This is by adding only one sapwn point!
You can see in my 2 Netgraph" pictures The BEFORE I add one and The AFTER I add one and do a "spawn_show"
Please guys I really need a hand :(

Spawnpoint created (-792.172424316 -824.249572754 0.03125 6.2040014267 48.551906
5857 0.0)
rcon from "70.82.153.248:30148": command "spawn_add 2"
Set the name of phys_bone_follower to gg_sp_prop0
rcon from "70.82.153.248:30148": command "spawn_show"
Dynamic prop prop_dynamic: no sequence named:walk_lower
Dynamic prop prop_dynamic: no sequence named:walk_lower
Dynamic prop prop_dynamic: no sequence named:walk_lower
Dynamic prop prop_dynamic: no sequence named:walk_lower
Dynamic prop prop_dynamic: no sequence named:walk_lower
Dynamic prop prop_dynamic: no sequence named:walk_lower
Dynamic prop prop_dynamic: no sequence named:walk_lower
Dynamic prop prop_dynamic: no sequence named:walk_lower
Dynamic prop prop_dynamic: no sequence named:walk_lower
Dynamic prop prop_dynamic: no sequence named:walk_lower
Dynamic prop prop_dynamic: no sequence named:walk_lower
Dynamic prop prop_dynamic: no sequence named:walk_lower
Dynamic prop prop_dynamic: no sequence named:walk_lower
Dynamic prop prop_dynamic: no sequence named:walk_lower
Dynamic prop prop_dynamic: no sequence named:walk_lower
Dynamic prop prop_dynamic: no sequence named:walk_lower
Dynamic prop prop_dynamic: no sequence named:walk_lower
Dynamic prop prop_dynamic: no sequence named:walk_lower
Dynamic prop prop_dynamic: no sequence named:walk_lower
Dynamic prop prop_dynamic: no sequence named:walk_lower
Dynamic prop prop_dynamic: no sequence named:walk_lower
Dynamic prop prop_dynamic: no sequence named:walk_lower
Dynamic prop prop_dynamic: no sequence named:walk_lower
Dynamic prop prop_dynamic: no sequence named:walk_lower
Spawnpoint removed (-792.172424316 -824.249572754 0.03125 6.2040014267 48.551906
5857 0.0)
Removed phys_bone_follower(gg_sp_prop0]

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